Living Evocation

Most animated spells are not, strictly speaking, a spell given life. They are agglomerations of a school of magic, compressed and contorted into a being with alien sentience. Each has a personality reflective of the school of magic that composes it. For example, a living evocation is chaotic and destructive, while a living necromancy is malevolent and corrupting. Barely a creature, a living spell flows across the landscape, subjecting everything in its path to potent magic according to its own mysterious whims.


Huge construct, unaligned

Armor Class 16 (natural armor)
Hit Points 150 (12d12+72)
Speed 50 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 9 (-1) 22 (+6) 6 (-2) 18 (+4) 1 (-5)

Saving Throws Con +10, Wis +8
Skills Perception +8
Damage Resistances acid, cold, fire, lightning, thunder
Damage Immunities radiant, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned, restrained, unconscious
Senses blindsight 60 ft.
Languages
Challenge 11 (7,200 XP)


TRAITS

Spellform. The spell’s body is made of pure magic. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. When the spell moves into a creature for the first time on a turn or a creature ends its turn within the spell's space, the creature must succeed on a DC 18 Constitution saving throw or be subjected to the elemental chaos within, determined by rolling a d6 and consulting the results below.

  1. Fire. The creature takes 28 (8d6) fire damage on a failed save, or half as much on a success.
  2. Acid. The creature takes 28 (8d6) acid damage on a failed save, or half as much on a success.
  3. Lightning. The creature takes 28 (8d6) lightning damage on a failed save, or half as much on a success.
  4. Poison. The creature takes 28 (8d6) poison damage on a failed save, or half as much on a success.
  5. Cold. The creature takes 28 (8d6) cold damage on a failed save, or half as much on a success.
  6. Thunder. The creature takes 28 (8d6) thunder damage on a failed save, or half as much on a success.

Immutable Form. The spell is immune to any spell or effect that would alter its form.
Magic Immunity. The spell is immune to spells and magical effects from the evocation school.


ACTIONS

Multiattack. The spell makes two chaos blast attacks.

Chaos Blast. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft.or range 120 ft., one target. Hit: 17 (3d8 + 4) acid, cold, fire, lightning, poison, or thunder damage (spell’s choice).

Detonation. The spell explodes, killing itself and generating an explosion in a 100 ft. radius sphere centered on itself. Everything in the sphere must succeed on a DC 18 Dexterity saving throw or take 70 (20d6) force damage, or half as much on a success.


Ref: TPKB1 p25